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Recently my party stumbled upon an interesting little minor artifact. Roughly the size of a human heart, apparently this ensorcelled bit of golden craftsman ship acts as an engine or portal for a metal elemental. When activated, this device allows an elemental to draw loose coins into a body. We found it in a dragon's (adult black) hoard and active. 128,000 gold pieces later, the party mage has what the DM believes is a merely a new toy. The party mage is double specialized in divination and conjuration and is my follower, and we haven't spent any gold for four levels. The mage hacks the artifact and I have an evil idea: what if we could turn this little engine into a pet dragon, a Draccoin.

Recipe:
1 Portable Hole (I couldn't find a big enough pot)
150 k gp (to be fair a mixture of copper, silver, gold, temple coinage, and brass/bronze/iron scrap metal)
1 set of matching adamantian steak knives (for claws and teeth)
1 Scroll of Limited Wish
1 Scroll of "Summon the Twilight Defender"
1 Mage who can turn any knowledge or craft check into a 45, minimum
lots and lots of metallic dragon scales

Now, the two things that might be racing through your mind are (1) why the heck would your DM allow you that (i.e., how are you going to get yourself screwed over), or (2) what are the stats for this beastie. To answer the former, my group is effective but aint no power gamers. That is to say, we have an understanding that so long as we the PCs don't abuse our toys then the DM won't abuse us of them. To answer the latter, I've suggested filing off the numbers of the clockwork dragon and earth elemental dragon and combing the two.

The Draccoin
N Huge outsider (earth, elemental, extraplanar, dragon, swarm)
Init +0; Senses darkvision 60 ft.; Perception +28

DEFENSE

AC 26, touch 8, flat-footed 26 (+18 natural, –2 size)
hp 252 (24d10+120)
Fort +13; Ref +14; Will +15

Defensive Abilities: DR 10/adamantine; Immune elemental and swarm traits

OFFENSE

Speed 20 ft., fly 100 ft. (poor), burrow 20 ft.

Melee bite +35 (2d8+18), 2 claws +35 (2d6+12), 2 wings +32 (1d8+12), tail slap +32 (2d6+18)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

STATISTICS

Str 35, Dex 10, Con 20, Int 10, Wis 12, Cha 10
Base Atk +24; CMB +38; CMD 48 (52 vs. trip)

Feats Ability Focus (breath weapon), Blind-Fight, Cleave, Flyby Attack, Great Cleave, Hover, Multiattack, Power Attack, Snatch, Vital Strike, Weapon Focus (bite), Weapon Focus (claw)

Skills Fly +19, Intimidate +27, Knowledge (nature) +27, Knowledge (planes) +27, Perception +28, Survival +28

Languages Common, Terran, Dragon

SQ distraction, coin mastery, freeze, travel via hoard

SPECIAL ABILITIES

Distraction (Ex)

A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.

Coin Mastery (Ex): An elemental earth dragon gains a +1 bonus on attack and damage rolls if both it and its foes are touching a dragon's hoard or large pile of coins. Further, it effectively has blind sight against anything on or in the hoard or coins.

Freeze (Ex): A draccoin can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Perception check to notice that the draccoin is really alive.

Travel Via Hoard (Sp): This works like the Druid's "Travel via Plants" except through Dragon's hoards.

Note Bene: Technically the beastie would scale depending on the amount of treasure available, but that is going to be a pain to stat out. Second, the thing acts a bit more like a construct than an elemental in that the "metal heart" is programmable, but the DM wanted this to be an elemental and not a construct.

What do you guys think?


I have found balance has not been an issue, even when layering debuffs. I have played a Magus using the Spell Strike + Frostbite + Enforcer. It is chilling when it happens, but at low levels it takes two to three rolls (defensive casting, regular attack, intimidate) to trigger. At higher level you face things that do not frighten easily or you are killing very quickly. My DM would much rather me use Frostbite than potentially spike on a shocking grasp. Plus subdual damage and running away from fright means an enemy will more likely survive, and is that not a more interesting result?


I'm a little late to this thread, but...

+3 (trained), +4 (dex, assuming a buff (collar of dexterity)), +6 (ranks), +3 (competence), +2 (MW tool) = 18

18 v. 25 = 72%
18 v. 30 = 60%

Remember, pickpocket (sleight of hand) is different than steal (combat maneuver).

At 6th level your "familiar" is smarter than most fighters and a lot of paladins, so I don't know how much "commanding" you need to do, but probably a little extra instruction on how to pick the mechanical lock would be helpful. Perhaps a tiny manual to put in the same belt pouch the racoon puts his tools & loot.

There might even be a tiny "Vest of Escape" as well.

Yes, your pet horse Mr. Beaky might be able to work the latch of his stall door, but isn't picking the barn door lock with a carrot anytime soon. Your weasel familiar Sneakers will be in and out of the royal treasury faster than you can say "Faster than Chitikka Fastpaws".


I was thinking that Sandpoint could be located on the beaches of time in the astral sea. So, while the characters see a beach, from a material plane perspective they are constellations in the sky set near the horizon.


Part of the background would incorporate the emergence of Karzoug and the Denizens of Leng. Pretty much import the events of ROTRL as to have happened a year or two before the start of the game. "Tapestries of cobwebs tear apart as long forgotten doors to the plane of Leng open and the old paths awaken." Plateau of Leng's reemergence (and costly defeat of Karzoug) is felt through out the known planes and a race begins to recover knowledge and artifacts of that period, if only to prepare for the next Rune Lord.


Also, it would be a bit easier to insert some of the PFS modules in as side quests and jobs.\


I was thinking of making the Pathfinder's as one of Sigil's many lesser factions. Obtaining the Shattered Star would, as an organization, help leverage them to major player status.

Most of the dungeons would be reached through portals or the portals would take the players roughly close enough for them to reach it on their own. Also, sit each dungeon in places that are at the very edges of each of the planes.

The Azlantians would the FIRST planar race. The Thassalons would be the subsequent civilization. The Rune lords would be demi-god figures that people believe died off, along with the other Thassalons, eons ago.

Our two big cities would stand in for city districts of Sigil, e.g., Kaer Maga even kind of looks like it could be a city section called the Hive.

My players like Pathfinder but dislike Golarion. So, this is kind of an attempt to file the numbers off, sort to speak.


Has anyone tried setting Shattered Star in Planescape, with Sigil standing in for Magnimar and Kaer Maga?


Dear Paizo,

I would like to give you more money. To that end, may I request or suggest three products.

First, in each AP, a list of modules or PFS scenarios that might play well within the setting. That is to say, if my players wish to explore more of Westcrown and the surrounding environs of CoT, it would be nice if the AP listed scenarios I could purchase that, with perhaps a little editing, the DM could just plug-and-play. This leads to the second product or suggestion: in addition to the levels, could your label in the front the 1) location in Golarion, 2) category of adventure, e.g., heist, spy, horror, and 3) PFS environment, e.g., dungeon, mining town, market, etc.

Third, most APs seem to end somewhere between 12 and 14. It sure would be nice if there were a couple of APs that go from levels 10 to 20. Yes, the math gets silly and it is hard to write, but we the players could easily tie them in. In this method, players could get the planar, planetary, etc., adventures we crave.

Anyway, these things probably already exist and I am just missed them. So, if someone would kindly point them out, I'll tell the gnomes to start delivering the gold to your offices. Thanks.


Gnomish Paladin 4 LIFE!

No, seriously, I played a Shining Knight Gnomish Paladin with a boar mount. Not only was the damage output ridiculously high, the Paladin Saves plus Gnomish Eternal Hope means never failing a save, ever. DM tears are delicious. Oh, I just critted Mr. Evil Dragon, my smite buddy, on my radiant spirited charge inside of the dungeon; is the DM sobbing?


Also, spell-like abilities do not have verbal, material, or somatic components.


Consider either a Transmutation Specialist Wizard of a Beast-Bonded Witch. At 8th level, they both get the spell-like ability to shape change per Beast Shape II. The Wizard gets per rounds and the Witch per minutes.

If you must make it a "supernatural ability", then consider taking/making a feat that allows a "spell-like" ability to become a "supernatural-like" ability. "Wild shape" is a Su, but limited per hours a day. So, it would not be cheesy for an arcane caster to have this ability if they paid the feat tax. Just make it available to the other PCs so they don't feel slighted.

Remember, if your caster will be spending significant time in animal form, I think most DMs would allow the caster to take "natural spell".

Let us know what you end up doing.


Azmeth: Can't wait to hear more about your game. Will you be doing updates on the podcast as well?

As an aside, I am reintroducing the concept of a party charter into my S&S campaign. It is thematically appropriate and pirate life was often better than the traditional navy, which likely pressed the sailor into service to begin with. Besides the out-of-game rules, I'm hoping those two aspects will help keep the party coherent in game. (Also the KM campaign ran into a similar problem as yours; apparently a nature loving misanthropic ranger and evil druid aren't the best PCs for a campaign about building civilization.)

Annyway, looking forward to hearing more.


Without knowing more about the character build and concept/background, Mystic Theurge is the only thing that comes to mind that would be PFS legal.

If you would allow the PC to retrain, the Evangelist is a cleric archtype which sacrifices a domain for a lot of bard abilities. That plus the knowledge domain gets you a pretty effective Cleric/Bard hybrid.

Alternatively, I would allow a player to use the Prestige Bard prestige class as presented in Unearthed Arcana. UA also presents a divine bard alternative. So, I would let the player go into the prestige class for the divine bard alternative.


Kelsey MacAilbert wrote:

I don't know much about the mana wastes, and I need to for a PBP character concept. Would it be possible for a sufficiently determined individual who lived on the very edges of the mana wastes to become a Wizard, albeit one used to having spells fail or go haywire do to the environment, or does magic flat out not work in Alkenstar?

Also, can I get some basic information on what life is like in Alkenstar?

Yes. In the mana wastes, magic acts in an unpredictable manner. There may both both magic dead zones and maximized zones and zones where every spell produces bunnies, regardless of schools. So, a wizard could be educated on or in Alkenstar and wilds. Now, they might be far more practical and more reluctant to rely on magic. Or, maybe they were attracted out there to study that very phenomenon. That's is up to you. However, the wastes are not devoid of magic.

The Primalist archtype wizard might fit perfectly for your character concept. You can find it in the Inner Sea Setting I believe.


Sangalor wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

You provided little information about point-buy, alignment, etc. So I also give some more general advice:


...

+1 to everything written by Sangalor.

Consider a Cleric of Milani, Crusader Archtype, Revolution Sub-domain. Milani is CG minor-diety of justified revolution. Crusader's trade a domain and some spells for bonus feat at 5, 10, & 20, AND at 8th level the ability to cast a single touch spell that will effect all allies within your reach.


Eragar wrote:

So I've got my Black Blade with its +1 enhancement bonus. Let's say I want to make it a keen (Also a +1 bonus) black blade, does it cost me 2000 or 8000?

And then, after spending however much gold, it does become a +2 keen black blade, yes?

The short answer is that it is unclear. I would say that if you wanted to add on Keen to your blade, independent of benefits provided by your class level, then you will need to pay 8k to upgrade the weapon to a +2 (= +1 + Keen)magic weapon.

When a BB is not in your hands, it acts as a masterwork sword. So, when the local wizard takes hammer and tongs to upgrade the blade, even if it is a +5 in your hands, it is MW to the smith.

What if you have craft arms and your magus class levels give the blade a +1 enhancement? Can you add keen onto the blade only paying 3k ((8k - 2k)/2)? I think we are in a rules pickle here. As a DM I would say yes, but the keen only functions when you wield the blade. Or, you could pay the 8k and have the BB be +1 keen AND that +1 enhancement would stack with the enhancement of your class levels. But, that may be too cheesy for other DMs since normally (there is at least one official exception) enhancement bonuses don't stack.

Remember in getting the BB you are giving up a number of additional damage spikes in exchange for more reliable damage.


Is no one going to mention the pseudodragon only feat which treats their melee attack as either holy or silver and allows them to apply their dexterity to damage?

You'll have to search for it, but James wrote it up in a Pathfinder blog post somewhere, i.e., Dervish Dance of Pseudodragons.

So, let's say pure fighter, weapon group "natural" and "savage warrior" and "Lore Warden" archtypes.

1)Toughness 3) vaguely referenced pseudodragon feat, 5)Under & Over , 7)Flyby Attack

1)Weapon Finesse 2)Piranha Strike (B) Combat Expertise, 4)Agile Maneuvers 6)Improved Trip

If someone tried to grab your character, your trip attempt would be as follows: d20 + BAB + Dex (Finesse) + Dex (Agile Maneuvers) + 2 (Improved Trip) +2 (Agile Maneuver). So, maybe a 30 to trip.


Vuvu wrote:

How would you make these? What would you give them in exchange?

This ignores the pervasive idea that Rogues are underpowered to begin with.

Pure theory craft this, but What would you do? I am kicking around trying to come up with an archetype

Arcana Unleashed had a rogue without sneak attack. Instead, the class received bonus fighter feats.

As for the bard, either full BAB or a d10 hd but not both, but taking away the spells is just a cruel thing to do.


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MakNak wrote:

I have had to deal with players wanting to send spies in other campaigns. Simplest way is to ask what information the 'spymaster' was seeking, the amount of time and money they wish to devote, who they would send (each had chosen a known NPC so skills were easy). I divided the money spent into the time given before a report was due as a bonus to the NPC's dice roll. If the information desired was basic the roll was easy, specific it was harder, detailed it was extremely costly in time and gold to get a shot at it. The spy was discovered on a fumble and got special information on a critical. Only one player devoted enough thought to answer the question of what information he wanted, spent enough money to get good current information and kept track of the answers he received. Most could not be bothered. The player would give me the 'questions' one session and I would 'answer' in a later session when the spy reported. He called one group of spies Rovers, the traveling merchants, bards, thieves etc and another group the tailors; those that moved into an area or were recruited and reported only when it changed or made a good enough roll to find out something special. The player built up maps of rover routs supporting tailors and was able to create good maps and information of the land being spied on. It was great for fleshing out an area before they went there or getting them to go to an area. When he wanted more he had to come up with a way to get it and then pay for it in game time and money. He even figured out how to get the spies to pay for themselves by selling some information.

In short get the player to do the work, you just give consistent answers based on his notes. Keep the rolls simple and make the player pay for it.

Maknak +1 to your player and for your DM'ing.

The nice thing about the Sandbox feel of KM is that I think players and DM's tend to be willing to be more collaborative, which they should have been doing anyway. Regardless, to the OP:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/kingmaker/homebrewIntelligenceNetworkRulesFeedbackRequested

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/kingmaker/treatySystem

If you choose to use Maknak's elegant system, may I suggest a small twist. BP = Bonuses to the roll. The more specific/secretive the information, the higher the DC. Applying BP to a question has is the equivalent of setting up networks and creates bonuses to the roll. Roll for each country. Okay, maybe that was two suggestions.


Zephyre Al'dran wrote:
If you're looking to take a 2 level dip for a primary sorceror you're for pure defense your looking at it wrong. Primary casters like sorcerors and wizards need to maintain as many levels in their primary class as possible. Looking at your first post I think your real concern is planing your spell selections each day. This can be an even greater problem as a sorceror if your not careful, as by in large you are stuck with what you choose. A few guidelines on spell selection might be helpful. First, always have at least 1 offensive spell that does damage per spell level, be it as a sorceror or wizard. 2nd, look hard at the value of saving throws & whether a spell allows spell resistance. 3rd, you can never ever ever go wrong with a party buff spell, but you can go horribly wrong with a badly place battlefield control spell. If your unsure what to have on hand to use in a given situation, go with the buff spell. Finally, if your going to level dip, have a plan to recover caster level. You won't recover spell level, but caster level enhances the potency of your spells, allowing better milage out of your lower level spell selection. Ofcourse, magical knack helps with this, but I recently learned of 2 feats that really assist in this as well, Varisan Tattoo and Bloatmage Initiate. These 2 feats actually boost your caster level above your character level in the school you choose, provided you have the appropriate spell focus. Finally, if you really feel the need to dip, take a level in oracle of lore and take the revelation side step secret. It will replace your dex for AC and Reflex saves. That will reduce some of the MAD of your sorceror's survival. Also, focus on your con and HP levels over AC. You're NEVER going to have a fighter's AC. Your goal should be to survive the hit, whatever it is, and then counter for the kill. High Con, toughness and favored class bonuses can rack up impression HP in no time.

Great Minds.


You want bonuses to saves and AC, I can give you bonuses to Saves and AC.

Race: Gnome (+2 Cha & Con, -2 Str, +1 AC size)
Racial Trait - Eternal Hope (reroll natural 1 once per day, +2 vs. fear/despair)

Traits: There are multiple traits that can get you a +1 to a save.

Level 1: Oracle - Lore. Revelation - Sidestep Secret (Cha replaces Dex for Reflex save AND Dex Modifier). 1st level feat - Stoic (Requires 15 Cha and Sodden Lands affiliation, but you use Cha for Fortitude saves and gain +2 versus fear).

Level 2: Sorcerer - Celestial

Level 3: Feat - Toughness

Result: Cha to Fort, Reflex, CMD, Dex, +4 v. Fear/Despair.

Note: If your DM won't allow Stoic (I think it was a Paizo 3.5 feat) then consider Great Fortitude, Fort and Will saves are for more important since they tend to be the Save or Die.


I occasionally adopt PFSociety rules for home games or one shots. It eliminates item creation feats and curbs summon-an-army madness. "I want to keep bookkeeping to a minimum and play speed at a maximum" is a perfectly legitimate reason.


Can you give us a general idea of what the group like in terms of challenges, atmosphere, and environment? If you can, then we may be better able to advise.

If I were in your shoes, I would ask each of your players to give you the top three specific things they want in the campaign. There are lots of wilderness areas out there for you to plop down a colony.

I know at least one group on these boards have played a RotRL - KM mashup. Using the fort found in the 3rd AP of RotRL as a starting point. You could also use the first two AP of SD or firt four of CoT to set the party up in a Town and then just go off the path letting the players have a grand adventure leaving them in charge. The campaign would have three phases: build alliances to take over the city, build the city or cities, build alliances to protect your fledgling country.


Hey guys,

Thanks for all the great advice. I had forgoten the Cosmpolitan feat. It is pretty much a toss up between that and extra traits, specifically Princess and Prostitute traits. That is the a +1 to Diplomacy and Intimidate and a +1 to Sense Motive and Gather Information function of Diplomacy, adding Diplomacy and Sense Motive to class skills. But, I'll talk it over with the DM.

I do plan on taking a single level dip into Divination Wizard (forsight)at 6th level. I'd take it now, but Magus gets such a power boost at 5th level, I can't pass it up. That should really help with making the obscure knowledge skills and social checks, too.


Should I take a level of bard or just "Extra Traits" feat? My party is currently without a face or a skill monkey. My "how many points of damage did he just do" 4th level Magus is about to take 5th. Because the PC has both the highest charisma and intelligence in the group (in-game), RP and social interaction has been falling heavier and heavier on the PC's shoulder.

If I took "extra traits" feat, I was thinking of something that added diplomacy as a class skill, but unsure of the next best trait.

Any ideas or words of advice?


Cheapy wrote:


Oh god. The ninja is everything the rogue should've been. The rogue is such a weak class right now :(

Sigh, while I agree with you Mr. Cheapy, let's not hijack the thread. To the point, most DMs are more understanding if you have a good character concept, i.e., something beyond mechanics. Share the character you've built in your mind and prove this isn't just about trying out a mechanic. THEN ask your DM for the specific objections to the Magus class. If it is just True Strike, no problem. If it is that the class flurries, then so does the monk. If it is that you get a spell and an attack, ask him to let you play it for a few sessions and if it appears overbroken (which it won't with the concentration saves), then you'll go to your back up.


Helaman wrote:

You die on BAB but get a +2 will save, you get additional cantrips, access to all the 1st level spells (including mage armour), Familar (if you want to save on a magus arcana that allows familars) and scribe scroll as well as a possible bonus for school.

Is this shooting myself in the foot or what?

It depends on what your overall build will look like. Personally, I like a single level of a Wizard with the Foresight Specialty, since it means never rolling one again. These is an interesting build incorporating the Student of War prestige class that includes a level of wizard and really maxes out AC. With the Magus, you can really build it to supplement or excel at least one of most party roles.

Remember, when designing considering a character design, ask yourself if 1) it will be effective at the job I want it do, and 2) is this the character, aside from mechanics, that I want to play. So long as your mechanics are effective, it won't really matter whether it is min/maxed in most games.


Feat - Combat Expertise: @ BAB 6, -2 attack + 2 AC

Spell - Alter Self, Monstrous Physique I allow you to shrink to small: +2 Dex & +1 NA. Note, if you are a dervish, shrinking allows you to up your attack and damage, but with your armor your AC is effectively capped at the Dex limitation.

Slightly counter intuitive: Lunge (Feat), take - 2 AC and increase reach by 5 ft. Hey, it allows you cast without creating AoO and forces the monster to waste movement on you.


It would be helpful if you could provide additional context, especially with what you want to do with the character.

lonewolf23k wrote:
Council of Thieves part 1, The Bastards of Erebus, contains an expanded section on Tieflings, including a Heritage Variant based on the Rakshasa: +2 Dex, +2 Cha, -2 Wis.

I played a Rakshasa in an epic level game back in the days of 3.5. If I were to do it again, I would definitely go with the tiefling. Mechanically, tiefling would be your race. You would take "Fiendish Heritage" as your first level feat, which would allow you to obtain the Rakshasa variant, and choose either DR or SR as your "randomly rolled" additional power. A kind GM, would allow you to trade out the tiefling's sla "darkness" for "alter self", and maybe the elemental resistance for some minor DR or SR (on par with the drow's or the alternative racial trait of the dwarf). Take the Rakshasa sorcerer bloodline, and, again, a kind DM would allow you to obtain the Tiefling's +2 cha for your chosen outsider's bloodline. That might look like this:

+2 Dex -2 Wis +4 Cha (effectively), darkvision, skilled (maybe +2 disguise self instead of stealth), SLA: alterself, and Fiendish Resistance: SR 5+ character level), Fiendish Facade: DR2/Piercing

A simple twist to the backstory is that your character is either a newly made Rakshasa or one that has transitioned to a new body. Your PC would have the racial flavor and the ability to take all 20 levels.

Regardless, please let us know how it all turns out.


I think that almost every class should have an archtype that specializes in the gun. That way the DM has an easy switch to throw for everyone. And, it will be easier to create champaigns for Alkenstar or regular steampunk:

Fighter: Muskateer/Pistoleer

Alchemist: Black Powder Alchemist

Ranger: Hunter

Rogue: Sniper

Monk: Way of the Gun

Bard: Mountebank (specializes in using gunpowder explosions to debuff)

Gun Mage: Prestige class for spell casters.

Chevalier: Cannoneer (rides a cannon)

Witch: Patron - EXPLOSION!

Paladin: God of Pickles

Inquisitor: I know Gung Fu.


+1

Alternative: Prestige Class (dirty words I know).


Easy Fix. Gunslinger has to pay for the shot and powder. There are precedents of this kind of quantum entanglement based bookkeeping in other feats I believe.


Gregg Reece wrote:

Well, when looking at the gunslinger for Golarion, it has a fairly simple niche to fill: to be the general population of Alkenstar in the Mana Wastes where magic doesn't work. Having this based off of the Alchemist (a magic class) would be, if you'll pardon my pun, a shot in the foot.

If you'd like to make an archetype, prestige class, or another alternate class for some sort of gun mage that's fine, but I really don't see anyone at Paizo going that way initially with this class.

Gregg, I can certainly see your line of reasoning. However, while Alkenstar did develop firearms, there is no source that I know of the states Gunslingers arose out of Alkenstar. In fact, there is a stronger argument that the true masters of alchemy came into their own in that state. First, Alkenstar is reputed to have "elsewhere-unheard-of alchemical concoctions". Second, according to the Campaign setting, it is chiefly due to engineers and alchemists that Alkenstar has developed the technology that makes it a fierce power. Just because the magic might be suppressed, does not mean that the base alchemy upon which the abilities are based upon would be.


Kratzee wrote:

I like this idea. I think keeping the bombs wouldn't be a bad idea. Also, this came up in my game, but a player was going to play a gun-toting alchemist and I was going to allow him to use his bomb discovers in a blunderbuss. He decided to make a different character but I think an alchemist blasting out cone effect bombs from a blunderbuss would be a cool effect.

Edit: And the medium BAB would make me feel better about the touch attack.

Okay, that makes me think of a alcoholic alchemist. His bombs actually become breath weapons. Totally different thread for that discussion.


BenignFacist wrote:

.

2
...
....
.....

Hell yes

Alchemist Kit becomes Gun Cleaning Kit etc

Love it

*shakes fist*

Gun Cleaning Kit? Would that be a Halfling only kit?


Pendagast wrote:


i suggested the same thing in another thread,it only makes sense, The gun wielder class, or whatever you end up calling it will work much better as an alchemist alternate class than as a fighter.

I am not necessarily opposed to a fighter gun-using archtype. I think a musketeer would be fabulous. That would resolve some of the gunslingers issues. However, an alchemist makes more sense to me both in world terms and in game play.


Great minds think alike. :)


What if instead of Fighter (or Ranger), the Gunslinger was an Alchemist alternative class? We could call it a Black Powder Mage or Bullet Mage. I would pull out poison use and mutagens, and replace them with appropriate Gunslinger feats and intelligence based grit. Instead of bombs, the class would construct and enhance bullets.

1st: Grit & Deeds instead of Mutagen. Gunslinger instead of Throw Anything.
2nd: Point Blank Shot & Rapid Reload instead of Poison Resistance & Poison Use
3rd: Precise Shot & Deeds instead of Swift Alchemy
6th: Fast Bullets (functioning as Fast Bombs) instead of Swift Poisoning
7th: Deeds
8th: Gun Mastery (functioning as Crossbow Mastery[would lower reloading a musket to a swift action])

Unlike bombs, bullets would generally not have area of effects. So, Smoke, Incendiary, Poison & Stink Bullets would be limited to the square of the target that takes a direct hit from the bullet. Further, because an Alchemist could presumably make gunpowder, the cost would be reduced to 5gp per shot. I would consider a Discovery that allowed the Alchemist to load and fire without using gunpowder; instead the explosive power would be generated by the enhanced bullet.

From looking at the classes, I have the feeling Paizo would prefer class mechanics over mandatory feats. The former is more flavorful and creative. So, I could see removing a few of the feats (Point Blank, Rapid, & Precise) for a mechanic. For example, when the Alchemist gains Poison Resistance, he instead can take a move action to gain an "aiming bonus" to his attack roll. Mechanically, this would effectively offset the penalty for throwing into melee or make a very deadly sniper.


Don't forget that static damage is multiplied as well. It is as if you rolled a critical. So, a lance on a spirited charge does:

3(d6) + 3(static damage)

3d6 + 3([+1 strength] + [+1 luck] + [+1 enhancement]) = 3d6+9

If you hit a critical with your lance on a spirited charge, then it is 5d6 + 5(static damage).


Enevhar Aldarion wrote:

The only real web enhancement that I know of is the Traits web enhancement for the Core Book. But it is no longer needed if you own the APG, as it was incorporated into that book.

I remember seeing posts from Paizo folks in various threads asking about new web enhancements that they just do not have the time or manpower to work on freebies like that when there is so much work to do on the regular products that make them money.

Yes, I vaguely recall a staff member commenting about the potential for material on his facebook page.

You may also want to check out the Wayfinder 'zine, if you have not already. While they are not cannon, they are cornucopias of free and world-relevant material. You can find Wayfinder in the products section.

Another good source of free but non-cannon material is Kobold Quarterly. Besides the actually published book and products, Kobold Quarterly offers really well designed PF material in the articles section of their website.


Steve: You may have to wade through the Paizo Blog (vis-a-vis Store Blog and Web Fiction Blog). Every now and again some enhancements or free material pops up, e.g., pseudodragon feat, especially things that did not make it into APs. Some of the authors also post enhancements on their websites. So, if there is an AP or adventure in particular you like, you may want to google the author. Also, check out d20radio Pathfinder Chronicle Podcast, particularly their forums.


Why not just let him have the boar, as-is? Use the same stats, i.e., do not change any stat, except it is large instead of medium. I think you are making this more difficult than it has to be.

Since your player is already taking two levels of cleric, he is already sub-optimal. If he wants to max out his mount, he'll have to pay the feat-tax for "boon companion". So, there is not an issue of the build mechanics making the PC unblanced, is there?


You may want to listen to the first podcast episode of Flagons & Dragons: Nuts & Bolts. They go through the rules and a couple of turns of kingdom building.

http://www.flagonsanddragons.com/flagons-dragons-podcast-nuts-bolts-episode -1/


There is an exception for the Oracle of the JuJu mystery. Her animate dead spells are explicitly considered neutral for unintelligent and your alignment for intelligent undead. The rationale is that you are channeling "wendo" spirits. You can find the mystery in one of the Serpent Skull AP Books. No reason you can't say it is some holy scion of Sarenrae. Fluff is easily changed.


seekerofshadowlight wrote:

I would rule you get both. Your still light blinded, and have clouded vision on top of that. As you level you gain ways around it but in light nothing says it bypasses the light blindness.

Agreed.

Further, the exact nature of the interaction between the curse the PC is left the imagination of the players and GMs. But, as RAW and RAI, I concur that the effects are cumulative.

I would give my players that ruling, but also suggest they develop a detailed description of the impediment and them. For example, I read of one player explaining his "haunted curse" as mischievous faeries. So tiny sparks and glimmers were always dancing about his Oracle. A Gnomish Oracle of Lore with the Clouded Vision curse could actually have fine eyes, but an over-whelming obsession to keep on wildly over-sized prescription glasses. Personally, I would find it amusing if a Drow Oracle cursed with Tongues signed only in rude and inappropriate hand gestures.

That being said, take a look at the feat "secret signs" found in the Campaign Setting. It allows the PC to have taught the party members her own secret language. Maybe that jibberjab coming out of the cursed Oracle's mouth is something she has taught to the party members.

Regardless, I would not rule the limitations of the curse any more harsh than the rules allow, unless that is what the Player wants.


I would echo some of the sentiments expressed.

There is a distinction between (a) resolving an encounter, and (b) avoiding an encounter. Combat is a method to resolving an encounter. There maybe other methods to resolving an encounter like diplomacy. XP should be awarded for resolving an encounter, but not for avoiding an encounter.

Further, sneaking past the town guard can be either resolving an encounter depending on the situation. It will require good DM judgment to hash out the difference. Asking the following questions can help: did the PC engage in the obstacle? if so, did they resolve the conflict after engagement. So, back to the town guard example. If the party merely teleports past the guard, there has been no engagement and no resolution. Thus, no XP. However, if the party has tried entering the city to only be turned away and then finds a wizard to teleport them past the guards, then there has been engagement and resolution.

Now, let us go back to your example of a wild cat. If the party is beset by animal attacks, resolving the attack, regardless of methodology, should receive XP. After all, there has been an encounter and resolution. Unless the methodology is especially cruel, killing the animal in self-defense (safety or hunger) is not an evil act. However, seeking out to kill animals for the sole sake of XP is the equivalent of an evil act because the PCs are slaughtering for the sake of slaughtering. Also, eventually, killing the animals would lead to no XP as the PCs reach higher levels and there is no actual challenge for them.

From a role playing perspective, your Druids and Priests of Erastil would certainly not condone killing for the sake of satisfying some blood lust. However, death is part of life and part of the balance. So, the followers of nature would accept and understand, as part of the natural order, hunting for food and defending from an attack. They would acknowledge and respect their kills, and give reverence to the life they have taken.

Regardless, role playing should always be rewarded the same as, if not greater than, roll playing. Just my 2 cp.


Wolf Hunter wrote:
When your fighting giants with a whip. Just crack em in the nadds. They'll go down.

I know this is a humerous remark. There has actually been a discussion on "called shots" on the boards. While there is no actual rule for "called shots", the conclusion and advise was that the "critical focus" chain of feats should serve as the "called shot" mechanic.

Kind of neat.


You may consider replacing versatile performances with a combat feat progression (waiving prereqs): 1) Combat Reflexes, 2) Combat Patrol, 3) Stand Still (allowing it to apply to any threatened square).

Then, replace Bardic Lore and Lore Master (1, 5, 11, 17) with something that allows the bard to treat himself as a one category larger (for each Lore Master) for purposes of tripping larger creatures, but he can never be larger than the creature he is tripping. So, at 1st level the bard is treated as large for tripping large and huge creatures. At 5th level, the bard is treated as huge for tripping huge and gargantuan, but large for large. Or you could bump it up so the progression does not begin until 5th level to prevent dippers. If you do that, then let the bard treat his bard level as BAB for purposes of tripping. The nice thing about this variation is you could apply it to any combat maneuver.


I empathize with your feelings in regards to the patron spell list and conjuration (which can be a real hassle). Unless you are going for gnome witch (which is awesome), may I point out the strengths of two patrons you probably skipped over.

First, there is transformation. Now, you may be yawning at the thought of beast shape, but drill down into the spells and consider this. That one line of spells takes care of all movement essentially. This frees up the rest of your slots for non-utility spells. Plus, being a dragon is always fun.

Second, consider elemental. Yes, a Witch is hardly an evoker. But, again, this line of spells really opens up your ability to do direct damage when you have to. Even RavingDork (a frequent poster) acknowledges that evokers can save your bacon. AND, the list gives you Wall of Ice. While you have some battlefield control spells, this is the only wall spell available to you.

If you are truly set on illusions, may I suggest taking one level of Wizard and specializing in the Shadow sub-school of illusion. You'll get lots of 1st level spells. You'll have a book and a feat to scribe in all of your witch spells, in case something happens to your familiar. It gives you access to color spray and silent image (and grease). And, you may be able to use a lot more magical items. Again, also consider being a gnome, if only for the Trickster (+1 illusions) and Excitable (+2 initiative traits). The bonus to AC and con is nice for a class that won't have a lot of either.